Difference between revisions of "Talk:PlaceAtMe"

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688 bytes added ,  14:36, 5 March 2010
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imported>JT
imported>JT
 
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::I think what I'll have to do is test the script with and without the "0 0" parameters after the item count.  It's possible one (or both) of these parameters do force a "safe" spawn, and if omitted the object spawns exactly.  If so, that'd vastly simplify my script, although I don't know if the "fade in" would still exist.
::I think what I'll have to do is test the script with and without the "0 0" parameters after the item count.  It's possible one (or both) of these parameters do force a "safe" spawn, and if omitted the object spawns exactly.  If so, that'd vastly simplify my script, although I don't know if the "fade in" would still exist.
:: --[[User:JT|JT]] 19:05, 5 March 2010 (UTC)
:: --[[User:JT|JT]] 19:05, 5 March 2010 (UTC)
::: Okay, testing results are in.  The objects will spawn in a "safe" location if and only if multiple objects are spawned in the item count.  The objects appear in a hexagonal pattern, offset by what looks to be 64 units at 60-degree angles, when using PlaceAtMe to spawn a large number of objects at once.  The distance and direction parameters are indeed irrelevant.  However, if you repeatedly call PlaceAtMe with a single object each time, ostensibly using FOSE to make a while loop, they will appear at the exact coordinates ignoring collision.  The SetPos x and SetPos y in my script is irrelevant though the SetPos z is still necessary. --[[User:JT|JT]] 19:36, 5 March 2010 (UTC)
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